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Question Compound collider made of children entities that I can unparent from rigidbody, like in gameobject

Discussion in 'Physics for ECS' started by Tigrian, Jan 1, 2023.

  1. Tigrian

    Tigrian

    Joined:
    Mar 21, 2021
    Posts:
    27
    Hello,

    Is It possible, with the new transform system, to have a rigidbody entity have his colliders as children entity, that I could parent and unparent from one rigibody to another?

    From what I read in the forums (or at least from what I understand) things like this are not possible without using Physics.MeshCollider.Create to recreate a collider for my rigidbody, from my colliders meshes.

    But this seems to be expensive for what I have to do (not tested in my case though). Before implementing this, I would like to know if it is possible to do like in Unity gameObjects, where you can take gameObjects with colliders, and make a compound by making them children of a rigidbody, all this being of course at runtime.